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Space Opera Occupations
I put together some tweaks to the basic occupations listed in d20 Modern , partly to address some bottlenecks that became apparent in character creation.
Super-Soldier
In the wars that opened the Fusion Age, the complexity of equipment and operations, and even more, the inhuman intensity and brutality of the new conflicts, saw the rise of a new kind of warrior who could compete with automated fighting machines on their own terms: selected before their birth, engineered for performance, raised to know no other life than battle.
The Super-Soldier occupation leads most directly to the Soldier or Helix Warrior advanced classes, though if such an individual finds the chance and inspiration to live a life in freedom, other careers certainly are possible for them.
Prerequisite: Age 12+.
Skills: Choose one of the following skills as a permanent class skill. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Balance, Climb, Demolitions, Escape Artist, Hide, Jump, Knowledge (tactics), Listen, Move Silently, Navigate, Sleight of Hand, Spot, Survival, Swim.
Bonus Feat: Select two of the following: Brawl, Combat Martial Arts, Cyber-Taker, Endurance, Oathbound, Armor Proficiency (light), Armor Proficiency (medium), Personal Firearms Proficiency or Advanced Firearms Proficiency.
Wealth Bonus Increase: +0.
Mobile Infantry
This occupation represents the new military forces built around advanced armor, devastating weapons and fast, heavily protected insertion vehicles, culminating in the self-sufficient weapons systems known as mecha.
Prerequisite: Age 18+.
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Computer Use, Craft (structural), Craft (electronic), Craft (mechanical), Demolitions, Drive, Jump, Knowledge (tactics), Knowledge (technology), Navigate, Pilot, Repair.
Bonus Feat: Select one of the following: Brawl, Armor Proficiency (light), Cyber-Taker, Zero-G Training, Mecha Operation, Mecha Weapons Proficiency or Personal Firearms Proficiency.
Wealth Bonus Increase: +1.
Starfleet
Space navies of the late Fusion Age and starfaring civilisations need a host of technicians, operators and pilots with particular skills.
Prerequisite: Age 18+.
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Computer Use, Craft (structural), Craft (electronic), Craft (mechanical), Demolitions, Disable Device, Knowledge (tactics), Knowledge (technology), Navigate, Pilot, Repair, Tumble.
Bonus Feat: Select one of the following: Combat Martial Arts, Armor Proficiency (light), Cyber-Taker, Spacer, Zero-G Training, Personal Firearms Proficiency, Archaic Weapons Proficiency, Starship Operation or Starship Gunnery.
Wealth Bonus Increase: +1.
Free Trader / Space Nomad
Tramp freighter crew, petty merchants, wildcat miners and other wanderers of space might answer to a national shipping service, a corporation, or to no-one but their own captain. Some consider the distinction between a free trader, a smuggler and a pirate thin at the best of times.
Prerequisite: Age 15+.
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Computer Use, Craft (structural), Craft (electronic), Craft (mechanical), Diplomacy, Gather Information, Knowledge (any), Navigate, Pilot, Profession, Read/Write Language, Repair, Research, Search, Sense Motive, Speak Language, Tumble.
Bonus Feat: Select one of the following: Armor Proficiency (light), Salvage, Spacer, Zero-G Training, Starship Operation, or an extra permanent class skill from the list above.
Wealth Bonus Increase: +2.
Star Marshal
Law enforcers of the high frontier have a lonely calling when they find that they've left the nearest friendly forces millions of miles, or lightyears, away.
Prerequisite: Age 20+.
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Computer Use, Diplomacy, Gather Information, Intimidate, Knowledge (civics, earth and life sciences, streetwise, tactics or technology), Listen, Repair.
Bonus Feat: Select one of the following: Armor Proficiency (light), Personal Firearms Proficiency, Urban Tracking or Starship Operation.
Wealth Bonus Increase: +1.
Core Worlds Assassin
Empires beyond imagination breed corruption beyond measure. From the teeming centers of such star-spanning concentrations of power, discreet and utterly ruthless teams of operatives carry out the vendettas of the powerful - or deliver to them the final sanction of the State.
Prerequisite: Age 18+.
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Balance, Climb, Computer Use, Craft (chemical), Craft (pharmaceutical), Demolitions, Disable Device, Disguise, Drive, Escape Artist, Forgery, Gather Information, Intimidate, Jump, Knowledge (behavioral sciences, streetwise or tactics), Move Silently, Search, Sleight of Hand, Tumble.
Bonus Feat: Select one of the following: Combat Martial Arts, Cyber-Taker, Oathbound, Armor Proficiency (light) or Personal Firearms Proficiency.
Wealth Bonus Increase: +2.
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